This is my direction for the company: BeamNG needs to team up with Nvidia to achieve acquired funds. considering the networth of Nvidia is 100 billion dollars as of now, and the CN tower only caused around 60 million dollars to complete, we could easily cover the world. With Nvidia already in a state of rapid decline as stock numbers show, combined with the fact that now we are building giant CN towers with radio signals powerful enough to reach anyone, Nvidia will quickly go bankrupt. Then with BeamNG merged with Nvidia we can build a fake "Nvidia hate fan club" because in the dark future of 2069 brand names are copyrighted. This means we had to do this complicated takeover. We will use the giant stockpile of signal towers to mind control everyone into hating Nvidia. The Nvidia hate fan club will be a trap, then we will force all of humanity to work for BeamNG.
Been busy all day, just got around to reading through the new posts here. It's great to see so much community feedback, 10 pages in a day is truly something. @Nadeox1 and @Diamondback , thank you for your input on the issues as well. It's very important that some of the common misconceptions are dealt with. However, what matters is not this thread, but the long run of the game's development. It surprised me that this thread has received so much support, and hopefully this makes it clear that a decent portion of the community would like to see some changes made. We don't control the company, but as consumers, we would like to see some of the issues discussed earlier dealt with. One last thing, please keep the thread on topic. Debates regarding other games and general shitposting do not belong here. Thanks!
Be glad Beamng exists, and work with what you have, which is excellent to start with. The dev team is microscopic of the grand scale of things and what they are doing is quite incredible. You pay 20 dollars one singular time, and you get everything new the devs make for free. Be happy you have what you have. It’s almost thanksgiving. Be thankful.
On serious note, I do feel BeamNG has a problem with burn out. I used to play BeamNG all the time, yet I usually open it twice a week if its a good week and only play new update content for a few hours. I spend 20 times more shitposting on the community then playing BeamNG. This will change a lot (probably) with Career Mode when it comes out. In my opinion, aside from getting Italy and Autobello out, adding career mode will be the savior of this games community.
“Saviour of this game’s community.” Not banning everybody who has posted many times that says: “EHRMAGHERD MAEK LAMBORGHANI MERCILEGO CV BECUSE I LIEK DRIVING IT IN GTA!”
Bughunting, learning to build stuff, hotlapping, those are pretty much what I do, I do enjoy some AI chasing too and I have probably done every scenario and campaign in vanilla game, but it is not really game features that I find important. I consider this more of open sandbox than a game like Wreckfest for example is a game. But I can understand how especially some older members can be frustrated as they had expectations about wreckfest like banger racing game, but direction did kinda change. So as those customers hope for having banger racing game, which might be part of the game in some distant of future, while game is built to be much more, that easily can lead to frustration as what they excepted and wanted is pushed further ahead.
Wreckfest is merely a pain pill for the ills of BeamNG, a big ole' fat bowl of hooch. Wreckfest is wonderful and fun and in it's own world, a world realized in the mid ninties with the Destruction Derby series (my opinion). Wreckfest is the logical grandchild of those days and is very respectable for it's incarnation of "real time deformation" technology that really isn't "real time". Okay enough of other games. This thread was timely and needed, thank you! I have said my piece as firmly as I can and until next time, I rest my case.
I guess you are right. Wreckfest is great at what it does, and nothing really more. Whereas BeamNG can be explored in, you can mod the game, you can add maps, and even if it takes tons of time and patience, its worth it in the end, for me atleast. And yes i am aware you can mod Wreckfest, but its not really the same as Beam.
Dude I just wanted a simple game to play and enjoy, not some lecture on how to fix a game. It may not be perfect but I just wanted a game to enjoy and kill time which is why I even bought it in the first place. I think most of us can say the same.
It wasn't a lecture on how to fix the game originally, it was his opinion on where it was going. I guess he was just concerned. Correct me if i am mistaken. But, yes, i do believe the same.
Honestly the AI can be funky sometimes especially around tracks since they have no concept of maintaining their momentum through a corner but around a city they can outdrive me sometimes.
I feel the game development cycle so far sometimes may need outsider help from some of the best modders on the forums to test things and to see if they break, I know theres a team in Scotland who employs autistic people in Glasgow for software development that uses the details that sorta mind can pull out to help improve things, I am not sure if it would work for game development or anything of that sort but it could be one thing to look into I feel
There was a time when I would have sworn Gran Turismo and similar did it "properly", as in some GTs I believe you can even open up a replay and see evidence of throttle and brake inputs by the AIs. However sometimes the inputs would be blatantly fake (as with the pace car in some GT4 license tests), and several times playing GT6 (possibly 5 as well) I've seen AIs experience literal instantaneous changes in velocity (usually a deceleration of a few MPH), along with a random, incongruous stoppie coming over a crest into a braking zone (can probably post evidence if necessary), so there is possibly some fakery going on. However on the other hand, AI racers in GT4 would suffer from tire wear, have realistic top speeds, etc. so who knows what's really going on. You'd think, at some point, the effort required to convincingly fake the AI driving properly would exceed the effort required to actually make them drive properly, but who knows. This would explain games where the AI's cars are clearly different from the player's, such as being significantly heavier or grippier so they can plow through traffic without problems, dump you easily, take corners at magical speeds, and then not budge an inch if you try to dump them. The original NFS Most Wanted was like this; hitting an AI car was like hitting a brick wall, and hackers actually found "AI special" cars hiding in the files which looked exactly like the normal ones but had entirely different performance. RE: the original discussion, and people cracking on the Automation collab. I've heard rumors that the Automation team may actually be helping the BeamNG team with suspension setups, especially on tuned configurations which aren't always well set up at the moment. Would a dev be able to confirm or deny? @Diamondback? @Nadeox1? Something I would be interested to know, simply out of idle curiosity, is how Italy is going to work as a 4x4km map. Is the engine being upgraded to handle larger heightmaps, load multiple heightmaps at once, or have the devs simply decided that lower heightmap resolutions are acceptable for official content?
Many thanks to all for the constructive criticism. Some points i want to make about the ongoing conversation. I see a lot of criticism being done on the basis of comparing with other games. While this is a fair criticism, because we created and offered a game after all, there is a huge amount of research work that is happening too. The way i like to put it is that BeamNG is a research project dressed like a game. On the physics side, a lot of research effort has been invested (and we continue to invest) on collisions, simulation performance and stability, powertrain simulation, vehicle electronics simulation, AI, point cloud compression, friction, rubber physics, aero/hydro-dynamic physics and the list goes on. So if you judge the whole endeavor on the basis of "crash simulation" only, you are missing a huge amount of other stuff that we are also doing. About the schedule slipping up. I again want to point out that research cannot happen on schedule. There are unexpected problems that arise and we need to fix before we are able to continue. For example to be able to simulate as best as possible Autobello's overall behavior we needed torsion bars. A big chunk of the last months went into researching them. We had to find out how to simulate them accurately, robustly and in a performant way. We also had to retrofit them into the existing hydros subsystem so that old car steering configurations could be simulated more accurately. And all of these things without breaking backwards compatibility or decreasing the overall performance. You are thinking that "Autobello" is delayed. I'm thinking that i have to go through research papers about torsion bars, discussing mechanical configurations with our mechanical engineer (Corey) and what the requirements are, what stability range these things should have how they should deform, break and so on. Then fixing bugs (they had the tendency to drift over time for example), adding them to hydros, doing tests to see if we broke any other mods and so on. This is a huge amount of work, work that when i start it i don't even know how long it'll take [*]. And because we care, all of these steps have to be physically accurate, because our requirements is that one should be able to measure a real life torsion bar and doing some quick calculations he should be able to configure them using real life torsion spring physical units. Concerning Italy. Italy is our biggest map to date. If i remember correctly it'll be 16 sq km. This is (on its own) around 1/6th of the size of the maps that other huge budget games have. Because we like to push ourselves we choose to do it without all the artwork and developer resources that these huge companies have. The problem that came out was that we pushed a bit too far and we hit the limits of our graphics engine. In other words, FPS was not where we would like it to be. This required to re-prioritize a big amount of work on the graphics engine that we were planning to do later to bring it sooner. Concerning AI. Our AI developer moved on some months ago so things have been laggard on that front as i was working on other stuff (torsion bars, sound stuff, optimizations), but AI is next on my list to dedicate some work on. I'll have to do some heavy cleanups that were left half finished, then some work to refactor the velocity planning, and then new features. If you wonder what the my long term planning is, it is more research. Research on graphics, physics, compression, networking and so on.
I can see at what Estama is getting at its the entire development and R&D related to each update with the Autobello for example with the entire torsion Suspension aspect to it since it requires the metal to be twisted but not get broken. I do understand its more complex to model it and also with a mention of Networking that as well is gonna be interesting to see what happens there, the Italy map I understand is problematic since its down to the size of the landscape itself and the more area you load the more resources it takes from a computer and I know that a few members on here dont have that powerful systems so it could be problematic to say the least